In a nutshell, it provides a foundation for creating games similar to Minecraft. It's not an attempt to clone Minecraft. My hope is that it will encourage those who have played Minecraft, and want to learn or create something with their own ideas.

I figured it was time to move it to a dedicated home, on SourceForge. The site is brand new, as is my experience with SouceForge, so it's still getting some content. In the meantime, it has links to the downloaded Unity source, and the web player.

I'm looking for community involvement to make it even better. It is and always will be a starter package, a template. It's not intended to evolve into a full blown game...that is for others to do, taking the package and adding their own unique and cool ideas. My intent is to provide the basics (infinite terrain, trees, lighting, some basic ai for creatures) so people don't have to keep reinventing the wheel.

You mean decompiled or source code? Definitely not. I did scour the internet for clues on how to handle terrain generation, water, lighting, caves, etc.
The thread in the gossip forum was by far the most useful. If you read it...you'll see a very honest and informative discussion starting from the beginning. That's one of the reason I decided to make the source open and free, instead of selling it or having some limited licensing.

Hey, been a long time lurker but seeing this project compelled me to post! I've been wondering for a while what kind of techniques minecraft employs to generate its terrains and cave systems and found looking through this project in its current state very informative. What kind of direction do you see this project heading? One aspect I would like see with this system is the option to generate sloping blocks of various angles to lessen the cubiness of the world for people more interested in the procedural generation of shapes and voxel terrains rather than the making of a minecraft clone.

I like how so far it is very easy to modify and create new decorative objects- after a few minutes of fiddling I was able to create palm trees.

One aspect I would like see with this system is the option to generate sloping blocks of various angles to lessen the cubiness of the world for people more interested in the procedural generation of shapes and voxel terrains rather than the making of a minecraft clone.

I like how so far it is very easy to modify and create new decorative objects- after a few minutes of fiddling I was able to create palm trees.

Click to expand...

That was the very latest thing we discussed on the thread in the Gossip forum. Go there and join in. That thread is the very reason I came out of lurking.

Love the trees. Take the next step! Break all the trees out into their own code, so they can be plopped down procedurally regardless of style.

Just a quick note, I wasn't planning on continuing the discussion on the gossip forum, though others are free to do so. I felt like a dedicated place focused on the project was a better home for it, thus the discussion forum on sourceforge.

I'd like to do slopes, very much, but I'm still working on the basics...I'm working on putting infinite terrain generation back in. Of course, others are totally encourage to contribute with sloping solutions, better tree/decoration generation methods, etc.

I like how so far it is very easy to modify and create new decorative objects- after a few minutes of fiddling I was able to create palm trees.

Click to expand...

Please check out the sourceforge site My goal is to make this an awesome starter package for anyone wanting to make their own games. I also encourage others to lend in cool ideas. I like your palm trees, if you want to share the code, I'll add it into the tree generators as another type of tree in the starter package...I wanted to have 2 or three different types. Maybe a pine tree would be nice.

Haha yeah there was an empty slot in one of the scripts for a gui text so I just chucked that in to see if anything would come up but it remained 'lololol' when running.

I've also added some Norfolk Island pine trees to the mix. One thing that bugs me about minecraft is the world can be so bland at times when it isn't that hard to add some nice variation to the landscapes like different foliage shapes.

One more thing - how could I script block placement depending on which chunk's face you click? Just like Minecraft? So if you click on the South face, it creates a chunk south of the chunk you clicked.

Cool project - you should adjust the camera clipping planes though. If you make a hole that's three or four blocks deep in the terrain and then jump in, you can see major clipping issues. The problem is visible in other situations, but this is the most obvious example.

Hi, since discovering this project , i have actually become a part of the development team, we have been hitting some walls recently and would love any support on our source forge forums, just post on there if your willing to help! thanks!

This is awesome. I'm gonna look through it and try to re-write for my own idea. If anyone has suggestions on how to make it work, I'd love to hear it. Basically what I want to do, is split it up even more. Have 64 smaller cubes for every regular cube and a setting that tells the engine if its a split up cube or not. So you can have a whole terrain of big cubes, but when you start 'picking' at them, you can just remove a small chunk out of each one, making that cube split into a number of smaller cubes.

I know this thread is slightly old, but does anyone have any idea how I would go about saving the chunks and world, creating a loading screen, or slightly altering the terrain to be something like small hills? I am trying to decode the C# bit by bit but it is not my language, JavaScript is what I use (after experience in ActionScript for Flash). If anyone has any information, please do share!

Hey there, this is great project.. really.. Are you still making progress with MinePackage ? It seems here that you stopped but I saw some older posts then this one shows that you're making progress. And are you able to provide some guidelines about all codes and stuff ? I'm checking codes but kinda lost atm. So If I can contact you from anywhere that'd be nice..

I know you said that you are no longer working on this project, but I was wondering if you could answer a simple question. I was going through the code trying to figure out exactly how you have your lighting set up. I would like to use actual directional lights for all my lighting (except for lights that the player places, eg: torches), but the problem I am having is that when I remove any of the code that has to do with lighting, everything turns black, no matter what. It's like the lights are not even affecting the chunk meshes at all! I have tried everything I can think of, and I am wondering if there is some part of the code that I just missed. Could you do me a huge favor and just tell me where all the lighting comes from and the easiest way to get rid of it. I have been trying everything I can think of for about a week now and I am just starting to get frustrated. I would really appreciate it if you took the time to help me out real quick.

ok... so how would I go about removing the lighting then? I want to remove the lighting from the blocks and use standard directional lights. I don't know anything about shaders so could you help me out with that?

ok... so how would I go about removing the lighting then? I want to remove the lighting from the blocks and use standard directional lights. I don't know anything about shaders so could you help me out with that?

I've been looking at the source code and so far have failed to understand how the blocks are textured. I see the images in the 'Textures' folder but can't find the actual code which assigns them beyond "GenerateUVCoordinatesForAllBlocks()". Could anyone point me to the code which links the texture files with the blocks please?

Is this still an ongoing project, or is the solution as finished as it will be?

It's a great kickstart into a project and I applaud your decicion to share it, but the lack of documentation makes it rather difficult to understand what exactly is going on. It also seems like a lot of the code is ununsed, without any indication what code is used and what isn't.

Great start off kit, just need a bit more documentation and customization.
My question is how would I make the blocks smaller? I'm trying to make a game a bit
like CubeWorld but I can't find in the code where it picks the block size.